Shurima's Legacy (Passive)

Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.

Conquering Sands (Q)

Cooldown: 15/12.5/10/7.5/5

Cost: 70

Range: 740

Azir sends all Sand Soldiers towards a location. Sand Soldiers deal 70/90/110/130/150(+0.3) magic damage to enemies they pass through and apply a 25% slow for 1 second.Enemies hit by multiple Sand Soldiers will not take additional damage.

Arise! (W)

Cooldown: 1.5

Cost: 40

Range: 500

Passive: Azir gains 20/30/40/50/60% attack speed. When Azir has 3 or more Sand Soldiers, he gains 20/30/40/50/60% additional attack speed for 5 seconds.Active: Azir summons a Sand Soldier for 10 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, stabbing the target for f 2(+0.6) magic damage. Other enemies caught in the soldier's attack take f 7% of the stab's damage.Azir stores up to o Sand Soldiers and prepares a new one every seconds.Sand Soldiers that strike the same targets deal 25% damage after the first.Sand Soldiers can attack targets outside of Azir's basic attack range.Sand Soldiers expire twice as fast when near an enemy turret.

Shifting Sands (E)

Cooldown: 19/18/17/16/15

Cost: 60

Range: 1100

Azir shields himself for 1.5 seconds, blocking up to 80/120/160/200/240(+0.7) damage and dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180(+0.4) magic damage.If Azir hits an enemy champion, he halts his dash and instantly prepares a new Sand Soldier.

Emperor's Divide (R)

Cooldown: 120/105/90

Cost: 100

Range: 250

Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 150/250/450(+0.6) magic damage. The soldiers then remain as a wall for 3 seconds.Azir and his allies can pass freely through Emperor's Divide.Emperor's Divide does not interact with Azir's basic attacks or spells.